Cykur

Cykur

Joined Member # 635909
4 Posts 495 Replies 888 Reputation

For TEC / Vasari mines, make a small fleet with a couple scouts leading 2-3 flak vessels. Make sure the Scouts are the flagship in the fleets so the flak follow them, and turn auto attack on for the scouts. Come back later and the minefields should all be cleaned up. For Advent mines, the diplomacy vessel exploit sounds kinda cool. Back in regular Entrenchment I would just feed level 1 Kols into the minefield with their phasic shielding activated, or use a Vasari Sta

4 Replies 6,732 Views

Yes, micro can do horrible things against LRM's & Assailants because of their slow turning time, but it doesn't work if the other player is as experienced as you -- unless of course you have a 2:1 power ratio over the LRM. And of course LF's can run....they can run until the game is over. LRM's may not be able to chase, but your infrastructure doesn't move at all.

71 Replies 116,483 Views

All of these tests were stacked against the Javelis, from a little to a lot.... Javelis are 4 supply cost and the smallest and cheapest of LRF -- the comparable ship for LF is an Advent Disciple. Cobalts are a bit bigger (5 supply), and Skirmishers are very tough for LF's at 7 supply. Micro does make a very large difference in the outcome of a fight, but you don't have the luxury to individually micro a few LF past the first stage of the game. Since they go

71 Replies 116,483 Views

You can also Alt click on a subverter to select all of them and use the tab key to move through them and give individual orders to each one. Using Tab is a lot faster than trying to find them or individually click on them in the empire tree. Just remember, if the subverters are part of a fleet and you give an order to the flagship / fleet, you will over-ride any individual orders to subverters in that fleet.

9 Replies 5,900 Views

Just a comment on attacking the missile turret hardpoint. The easiest way to take that is with an assailant fleet -- like 40-50 Assailants supported by your other ships. You make sure your fleet is set to Hold Position so it doesn't try to fly into the turrets chasing something. Flying into 30+ turrets is not recommended and probably why you lost everything. Assailants out range turrets..you just park outside range, use your Skirantra for healing and your Kortul to jam

9 Replies 6,445 Views

Just a comment on InfiniteVoid's suggestion, I don't think Kol & Sova is reliably going to stop 2 Skirantra's. Kol Flak burst costs too much antimatter and if the Skirantra player is skilled he will kite you and pick apart other things in the system while avoiding the Kol. It could work against the AI or a poor player...but then again, most things will.....

13 Replies 4,908 Views

[quote]hey cykur do you ever intend on coming back to hte online community?[/quote] Probably not -- I'm not really in a position to give huge blocks of time to internet gaming and I don't have dedicated hi speed internet at home atm. Every so often I wonder what is happening on the forums and I log on to take a look around.

9 Replies 7,197 Views

[quote]I don't think that the LRM is too high, the problem is that the assailant is too low! If you compare against heavies or light frigates, the illuminator and LRM are on par. It's the assailant (and to a lesser extent, the skirmisher, though that unit still kinda sucks) that sticks out like a sore thumb. An range would be 30-45 XP.[/quote] I was fixating LRM a bit because they usually die in disproportionate numbers to the other LRF in practical gameplay, but I agree with you s

7 Replies 19,768 Views

My bad, I reread your original question and see you were asking about trade ships as the limiter. Also, in my responses in the lengthy posts, I used .06 as the base value, not .08. The trade ships were probably limited for practicality to conserve game resources. I have had a refinery servicing 20 extractors before, and the income appears to scale in a linear fashion....which is to say, it becomes really incredible.

9 Replies 7,197 Views

Nice chart....did the Jikara Navigator have its command point reduced to 2? I haven't played in a while and don't have Sins installed to check.... Anyhow, I don't think most of the imbalances are going to cause much effect except for the one on LRF. Even if Cielo's to Guardians are really imbalanced, by the stage of game you are seeing them (if you even see them) they aren't going to have a big impact. Still, it would be good to see it all make sense. LRF on

7 Replies 19,768 Views

[quote]So at least it's theoretically possible for a refinery to be more effective than a trade port.[/quote] Refineries can be SEVERAL TIMES more profitable than a trade port when positioned at a cross-roads where they get access to tons of extractors. Here is a link to an old thread discussing em if you have time. https://forums.sinsofasolarempire.com/361782/page/1/#replies <

9 Replies 7,197 Views

Well, two possibilities... 1. Someone made a mistake 2. These values are handicaps for one race vs another race. There was already one xp revision several patches ago, though I can't remember what changed -- some values could have reasons behind them. The xp for Seekers might be lower because these ships can be kamikazes. Hoshikos might be higher because the little bastards are hard to kill when travelling in packs, though certain

7 Replies 19,768 Views

I don't think it would really hurt anything to make this a passive ability.

15 Replies 15,457 Views

Your safest bet for all situations is probably a Halcyon. Based on your starting position, if it looks like rapid colonization and econ are most important, make a Progen. You'll probably build a Halcyon later once you start to fleet up. If it looks like you will be fighting very soon (front line on a crowded map) build a Halcyon. You will probably build a Progen later so Shield Restore can maximize fleet survivability. Radiance and Revelation are situationally

24 Replies 7,505 Views

A memory leak should be cleared by saving, exiting, and restarting the game. It is probably just slowness from having a big map. You know how to speed up Dosbox, right? CTRL-F12 increases the number of cycles used by DosBox to adjust the emulation speed upward. This should help, but I usually find myself slowing down emulation to make most games playable in DosBox.

3 Replies 16,268 Views

While both are 4X style games, they play really differently. Also, considering MOO2 is something like 15 years old, it might be hard for a younger player to get into it considering it feels dated. That said, I think MOO2 was a better game. I enjoyed GalCivII as well, and it has many of its own merits. The main thing you will find with MOO2 is different races with different technologies play VERY differently. Ship design made for wildly different ship tactics.&n

18 Replies 60,493 Views

Oopsie...dead thread...just realized all the posts in this forum are ancient.....

8 Replies 1,955 Views

This is interesting to see so many people liked this game....I played it a bit when it came out and was disappointed at the non-existent AI. The game had so much promise and would have been ground-breaking if it worked right. I guess there was a patch or something that I missed that fixed things?

8 Replies 1,955 Views

[quote]I doubt that. AI in computer games tends to be pretty awful. Here's how I grade my own work over the years where 1=AI is completely useless to 10=AI is insanely good. 1. Galactic Civilizations for OS/2: 6 2. Entrepreneur/The Corporate Machine: 7 3. Galactic Civilizations for Windows: 5 4. Galactic Civilizations II for Windows (initial release): 4 5. Galactic Civilizations II: Twilight of the Arnor: 5 <br

65 Replies 116,181 Views

Youtube is a good place to demonstrate a specific tactic or how to use some ship combos effectively -- it isn't a great place to watch a whole replay because you are limited to whatever view the person recording the video is using. When you watch a replay you can get in there and examine the build orders, research orders, and general playstyle of every player in as much detail as you can stand.

6 Replies 9,529 Views

Probably the best way to break an AI stalemate is to lure the enemy fleet into a trap. Make sure your frontline world has a fair amount of PJI's and repair bays, and maybe a starbase with Override protocol on the edge near where the AI will jump in. You then position your fleet in a neighboring starsystem, aligned to jump in. When the AI commits to the attack, detonate the starbase to take out a chunk of the AI's fleet as your fleet is warping in. Then wipe out the ene

12 Replies 7,200 Views

If the Vasari opponent is using subverters and has more econ AND a bigger fleet than the TEC player, TEC is pretty screwed. But if the TEC player has a competitive fleet size, they can put up a good fight. 1. Always kill Subverters first 2. Spread out your fleet -- a cluster of ships can be locked down forever, but spread out the Subverters will get one or two cycles off before they are destroyed by angry TEC ships, or will have to ignore some of your battlegrou

8 Replies 8,871 Views

[quote]What does multiplayer city building even look like? I mean why and how would you want to interact with other people?[/quote] I played the beta ages ago, but as I remember, the economic interaction was resource tokens you either generated or needed that you could trade with other cities. So you kinda played a standalone simcity game that had a chat interface and the "interaction" was trading these tokens with other cities since no one city would have everything (some were

17 Replies 57,969 Views